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Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

airma.sh

261–270 of 316 posts

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#261
post #79

Earlier quoted context omitted.

Where are you hosting it? That looks quite custom to gaming

It better be! It's my homegrown panel that I use for all my projects.

I would love to hear more about this dashboard in your write up. Would love to create something like this myself :)

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#262

Earlier quoted context omitted.

> Probably not worth supporting. I was going to disagree because the same countries that really like web games are often the ones using older handsets, but Apple themselves say only 8% of handsets are on iOS https://developer.apple.com/support/app-store/

1 in 10 handsets isn't a market you want?

Even at it's peak apple only had 23% market share. 1 in 10 out of 23% is 2.3% and not everyone plays this game on a phone so the percentage is even lower in reality.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#263

Earlier quoted context omitted.

>unless you think that large website payloads exist because developers are literally too lazy or don't know how asset optimization works. For what it's worth, I do think this. It's easy to just drag another JS library into your code without thinking of how long it's going to take to load.

Website payload is easily measurable (it is probably the most easily measurable factor), and optimizing it is attractive to developers. That doesn't mean it is the most important factor, much less the only important aspect of development. Rather than "lazy" or "don't know", how about: - it's fast enough - have other priorities (security, stability, usability, functionality) - optimize developer time ...

> it's fast enough

It's fast enough for people with as good computers and Internet connections as me, who are also employed at the same company as I am, and so do not use anything but the product on their computer at the same time.

> optimize developer time

Saving 1h for a developer for each 30min wasted over the lifetime of the application * number of users. Yeah, that scales right. Electricity is free too.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#264

Earlier quoted context omitted.

Even if you're a great developer, you might not be getting paid to care about performance. If "loads fast" is not a deliverable your employer cares about, they are not going to give you the time or budget to care about performance. Think of how many websites, especially for marketing purposes, are built by contractors who are getting tasked with making shiny, asset heavy websites that look good on the nice macbooks o…

When you're talking about code written for hire, you have to separate the developer's priorities/cares from the company's. There are many, MANY companies that do not care about performance or quality, where good enough means "At least won't actively enrage customers." These companies sometimes hire individual developers who do care about performance and quality. But if you're Third Developer From The Left on Project…

I'm increasingly feeling the same frustration with the industry. What do you do nowadays, if I may ask?

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#266
post #213

Earlier quoted context omitted.

Mohawk is strong on the side, spraying continuously. If they can be flanked its game over (tho a good player can reposition). I didn't play CTF though. Prowler is not very good against Goliath because the Goliath can deflect, and its deflect ability unstealths the Prowler. Only a Goliath who has bad reflexes and goes in a straight line gets hosed. And one rocket doesn't kill the Goliath. And as soon as they know Prow…

I find the Goliath simple to take down with a Prowler. Even when they discover you, you're close enough to fire. Even with a skilled player as long as you're not directly in his line of fire you're safe.

Then you played against bad Goliaths. You get slowly to them, and you don't one shot them. If they don't go in a steady line either (which they shouldn't and wouldn't if they knew enemy was around), then you won't kill them. When I played Goliath, Prowlers weren't my concern. My concern was resource starve or multiple vs 1 (the former usually due to the latter). A Prowler is great to one shot others; damaged airplanes and Mohawk. You don't easily one shot a Goliath. Not in the least w/o external help.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#267

Earlier quoted context omitted.

This is the kind of gaming experience I'm hoping webassembly will bring. No installation, just visit a website and play.

Why do you need webassembly for that, since this game already works great right now?

So that you can write in something saner than JavaScript, for starters.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#268

Earlier quoted context omitted.

When you're talking about code written for hire, you have to separate the developer's priorities/cares from the company's. There are many, MANY companies that do not care about performance or quality, where good enough means "At least won't actively enrage customers." These companies sometimes hire individual developers who do care about performance and quality. But if you're Third Developer From The Left on Project…

I'm increasingly feeling the same frustration with the industry. What do you do nowadays, if I may ask?

Still in software, but I've been bouncing back and forth between product management and project management. I feel these roles (esp. Product) better allow one to "set the tone" on the priorities, compared to the individual engineer role. I can focus on what is the business case for undertaking engineering activities, manage risk, and help management balance features vs. quality. Suits me better. If I want to code I do it at home on my personal projects 100% on my own terms.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#270

I'm amazed by how well this works on mobile. I literally played this game for about half an hour on my phone in the HN app web view because it's just so much fun. I'm used to normal web pages that don't even really work on mobile and this game just worked seamlessly without any problems whatsoever. Great Job!

Meanwhile, I tried 3 different browsers and can't get past the "enter your name" screen on mobile. Apparently native inputs are too dated to use.

you're doing something wrong
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